a data structure that arranges the elements of a scene into a logical representation
0
votes
0answers
30 views
How to modify graph ingame?
The pathfinding in my game uses this function to generate a graph:
def make_graph(self, size, impassable):
nodes = [[astar_gridnode(x, y) for y in range(size)] for x in range(size)]
graph = ...
-4
votes
1answer
90 views
What's the complexity, given current technology, of writing a decent scene renderer in OpenGL? [closed]
What's the complexity, given current technology, of writing a scene renderer that produces reasonably high-quality output in OpenGL?
I'm definitely not asking about writing a full games engine - ...
4
votes
1answer
145 views
Best practise for representing large spaces in a scene graph
I'm attempting to represent a procedurally generated world in a scene graph, specifically in the Jmonkey engine (Jme3). To make this managable I have broken up the world into smaller chunks. Each ...
1
vote
0answers
67 views
OpenWorld SceneGraph management and optimization
I have a SceneGraph class which for now is just a simple list implementation, and the only optimization I've planned so far is a check is something like this:
//GetDistance returns the distance ...
0
votes
0answers
86 views
3D-Engine for 2D Graph Visualization [closed]
I'm planning to use a 3D-engine to do visualization and animation of very large 2D-graphs of data (100k objects) using relatively simple shapes mainly boxes, circles, arcs, rounded-boxes, etc.
...
2
votes
1answer
106 views
Handling Origin/Anchor Points in a Scene Graph
I'm trying to implement a simple scene graph on iOS using GLKit but handling origin/anchor points is giving me fits. The requirements are pretty straightforward:
There is a graph of nodes each with ...
6
votes
1answer
403 views
Rolling my own scene graph
Hello Game Development SE!
I'm crawling my way through OpenGL with the hopes of creating a simple and very lightweight game engine. I view the project as a learning experience that might make a ...
2
votes
3answers
551 views
Scene graphs and spatial partitioning structures: What do you really need?
I've been fiddling with 2D games for awhile and I'm trying to go into 3D game development.
I thought I should get my basics right first.
From what I read scene graphs hold your game objects/entities ...
2
votes
1answer
174 views
2D scene graph not transforming relative to parent
I am currently in the process of coding my own 2D Scene graph, which is basically a port of flash's render engine.
The problem I have right now is my rendering doesn't seem to be working properly. ...
1
vote
1answer
350 views
Scene graph in Unity3D
I was wondering if any scene graph-like mechanism is implemented into Unity3D? For example if I have a GameObject, can I add child cubes to it so when I rotate the parent GameObject, the siblings will ...
0
votes
2answers
188 views
Scene management for 3D editor
I need a scene graph/management method for a 3D editor (brute force rendering is not really a possibility), where lots of data (geometry) are constantly being modified, it also would need to work ...
1
vote
1answer
202 views
How to design the scenarios in a platform game?
I am developing a 3D platform game like Metroid Fusion with XNA. I have many classes for different elements as models, game screens, postprocessing and so on. Now I want to start designing the ...
2
votes
1answer
248 views
Updating scene graph in multithreaded game
In a game with a render thread and a game logic thread the game logic thread needs to update the scene graph used by the render thread. I've read about ideas such as a queue of updates.
Can someone ...
1
vote
0answers
286 views
Looking for a small, light scene graph style abstraction lib for shader based OpenGL
I'm looking for a 'lean and mean' c/c++ scene graph library for OpenGL that doesn't use any deprecated functionality. It should be cross platform (strictly speaking I just dev on Linux so no love lost ...
2
votes
2answers
530 views
Scene Graph Theory
I have a scenegraph that represents the whole world. However, at the moment if there are multiple copies of the same scene graph (aka the same model) it will just create a new scenegraph linking. This ...